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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.56 by root, Wed May 17 20:21:27 2006 UTC vs.
Revision 1.216 by root, Sat Jul 22 13:20:33 2006 UTC

1http://www.vionline.com/sound.html 1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html 2http://www.stonewashed.net/2.html
3 3
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 5
612:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 11- PANGO: create upstream-patch for inclusion into pango
12- important: center and improve dialogs (create cFClient::UI::Dialog) 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14- IMPORTANT: inventory update must be incremental (too slow) (really? check)
15- IMPORTANT: user interface (window positions etc.) should be saved, but
16 b) widget layout is nontrivial as to not obscure map
17 c) need better way to center map then middle-button, maybe map overview
18 (but updates will be slow UPDATE updates are not at all slow).
19- IMPORTANT: animate faces in inventory etc.
20- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
21- IMPORTANT: verify and correct connection-dependent texture management
22 14
23should be solved/investitaged before release: 15- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
16- spells ordering completely different for different users (maybe stored in hash?)
17- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
18 => either using bg attribute, or something else. neither way is currently implementable, imho
19 => or maybe using an extra icon for curses/magic items?)
20 maybe drag&drop, otherwise two containers side-by-side makes little sense.
21 show player weight/max weight in inventory
22 offer common options such as use_skill sense xxx etc. in inventory via menu?
23 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
24 make simple inventory filters: most recently added/changed, normal, only unlocked
25- IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
26- floorbox out-of-screen after resizing (schmorp)
27- inventoy window (and probably others) too large after resizing (schmorp)
28- skill book - tooltips with description and bind-to-key (schmorp)
29- all dialogs should be closable with "Esc"
30- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
31- notebook should provide a visual feedback (support from button class?)
32- buttons should support hovering visually
33- minor: skill list which lets u bind stuff
34- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
24- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
25 (after starting, pressing login with connection refused, then close window) 36 (after starting, press quit)
26- flopper/menu imrpovement: 37- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
27 * things that are menus should act more like menus 38
28 * inmventory etc. should fade-in automatically when used 39should be solved/investigated before 1.0 release:
29- add menu itemds for inventory items: mark/inscribe etc. 40- playerbook/skills should have sensible tooltips with skill descriptions
30- remove wrap_mode hack from texture and make it a per-texture operation 41- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
31- enter runmode when cursor-key repeats 42- NPC dialog box should have close button which finishes the dialog
32- mapmap (overview) - scroll visible area by clicking/dragging 43- mapmap (overview) - scroll visible area by clicking/dragging
44- binding window and editor layout broken for long recordings => use scroller
45- maybe open the help viewer on the first start, or a simple dialog that
46 initially lists keybidings for gcfclient converts.
47- maybe support mb4/mb5 on selected widgets to facilitate scrolling
48 (inventory, spell list, messge log...) => marc
49- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
50- but fullscreen => minimize (alt-esc) => no way to go back [windows]
51- spell list => scroll down => "Pickup" => scrollbar not updated
52- what happened to the dialog being shown when modifiers are pressed, showing
53 keybindings for this modifier?
54- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
55
56post-1.0:
57- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
58 (maybe sth. else causes the slowness, such as database?)
59- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
61 affect neighbouring visible pixels (border bleeding).
62- examine etc., should use extendeddrawinfo or sth. similar
63- player list from server for tell etc. commands
33- save only dirty cached maps, and save dirty maps != current map 64- save only dirty cached maps, and save dirty maps != current map
34- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
35- maybe move window managing functionality into toplevel
36- better window management (feedback)
37- look into extendedmapinfo 65- look into extendedmapinfo
38- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 66- completer should know more about arguments, e.g. cast summon pet monster,
39 67 or that some commands do not take arguments ("drop all").
40low priority: 68- sliders do not change size after reconfigure.
41- player list from server for tell etc. commands 69- enter runmode when cursor-key repeats (maybe not?)
42- examine etc., should use extendeddrawinfo or sth. similar 70- cairo/win32 looks like shit (premultiplied alpha bug?)
71 (despite horrendous efforts, this is likely not fixable except by building a custom
72 libcairo for win32).
73 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
43- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 74- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
44- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
45- performance: use texture collections for upstream server data instead if gobs 75- performance: use texture collections for upstream server data instead if gobs
46 of small textures. 76 of small textures.
47- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
48 affect neighbouring visible pixels (border bleeding).
49- pango fontsize measure and decrease to achieve real pixel height
50 77
51TEMPORARY SERVER TODO: 78TEMPORARY SERVER TODO:
79- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
52- palyer peaceful setting should be independen of game peaceful setting 80- palyer peaceful setting should be independen of game peaceful setting
53 (i.e. one should be able to become hostile against guards but still 81 (i.e. one should be able to become hostile against guards but still
54 be peaceful - the palyer peaceful would be toggled by priests and shown 82 be peaceful - the palyer peaceful would be toggled by priests and shown
55 in who, the game peaceful steting would be toggled by the peaceful command 83 in who, the game peaceful steting would be toggled by the peaceful command
56 but not otherwise shown). 84 but not otherwise shown).
63 be an attack (mentioned before). You also get no exp for this 91 be an attack (mentioned before). You also get no exp for this
64- 10) (feature request): bug/typo/idea commands to automatically log 92- 10) (feature request): bug/typo/idea commands to automatically log
65 your comments, with the mentioning of the current map (and perhaps an 93 your comments, with the mentioning of the current map (and perhaps an
66 item, if you do 'bug <item>'). 94 item, if you do 'bug <item>').
67 95
96
97 #TODO#d# display texture cache
98 {
99 glEnable GL_TEXTURE_2D;
100 glBindTexture GL_TEXTURE_2D, 41;
101 glColor 1, 1, 1, 1;
102 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
103 glEnable GL_BLEND;
104 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
105 glBegin GL_QUADS;
106 glTexCoord 0,1; glVertex 0,0;
107 glTexCoord 1,1; glVertex 255,0;
108 glTexCoord 1,0; glVertex 255,255;
109 glTexCoord 0,0; glVertex 0,255;
110 glEnd;
111 glDisable GL_BLEND;
112 glDisable GL_TEXTURE_2D;
113 }
114
68set_face 4783 => 70 115set_face 4783 => 70
69libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
70allocating id 71 117allocating id 71
71OK 118OK
72set_face 4782 => 71 119set_face 4782 => 71
78allocating id 73 125allocating id 73
79OK 126OK
80set_face 4784 => 73 127set_face 4784 => 73
81libpng warning: Ignoring gAMA chunk with gamma=0 128libpng warning: Ignoring gAMA chunk with gamma=0
82 129
130 To achieve a more complete blending, you can have your drawing engine rasterize each transparent object more than once, altering in each pass the blending mode, object alpha channel, and buffer write masks. The first pass should perform RGB blending. Accordingly, you should disable writing any alpha channel or z buffer data during this pass.
131 /*first pass*/
132 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/
134 if (premultpliedTransparency)
135 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
136 else
137 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
138 /*render the object here*/
139
140 On the second pass, you should set the frame buffer alpha channel value to (1- a s )(1- a d ). To do this, you need to render the object again, with a different alpha value, as follows:
141 /*second pass*/
142 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
143 glDepthMask(FALSE); /*disable Z buffer*/
144 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
145 /*render the object with alpha replaced with 1-a*/
146
147 Finally, the third pass should replace the value in the alpha channel with the final value 1-((1- a s )(1- a d )). To do this, you need to render the object again, with its alpha value set to 1, as follows:
148 /*third pass*/
149 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
150 glDepthMask(TRUE); /*enable Z buffer*/
151 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
152 /*render the object with alpha replaced with 1*/
153
154

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